Daisuke Hamamatsu (Arismal, Special Operations)

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Daisuke Hamamatsu (Arismal, Special Operations)

Postby Daisuke » Sun May 24, 2015 3:57 am

Player Name: Paul Shao
Hangouts: paulshao80 at gmail

Character Name: Daisuke (pronounced - "DICE-kay") Hamamatsu
Call-sign: TBD by teammates
Race: Arismal (Aliens Unlimited p.100-101) (Tier 1, HU2 Alien)
O.C.C.: Arismal Defense Fleet Officer (MIA). M.O.S. Special Operations
Alignment: Principled
XP Level: 2
XP Points: 3,525 (02FEB2016 CC)
Next Level @ XP: 4,201 (Use Alien Table)
Disposition: Disciplined and reliable. Honor-bound.
Insanity: Psychosis: Jekyll & Hyde (Despite his best efforts, Daisuke has always struggled with his quest for honor, discipline and self-actualization. A part of him, the dominant part, has been successful in leading a virtuous life [Principled alignment]. But there has always been a hidden darker fragment within his psyche [goes by the moniker: Kondo. Aberrant alignment] that pondered the possibility that the virtuous life was the wrong way to live. His voice is much more cavalier with life (both his own and others), and fancies himself a romantic with criminal tendencies and a growing obsession with wealth as a means toward power. With the destruction of Arismal, the walls he built to contain the darker split in his personality have weakened. Its voice will begin to guide him in subtle ways. If the genie is not put back into its bottle, it will threaten to consume him.)

ATTRIBUTES
I.Q.: 12
M.E.: 27 (13)
M.A.: 13
P.S.: 13
P.P.: 12
P.E.: 16
P.B.: 9
Speed: 15 [45' per action]

PHYSICAL DATA
P.P.E.: 13
H.P.: 21
S.D.C.: 81
Age: 20
Sex: Male
Height: 5'6"
Weight: 160 lbs.
Description: A bit short and pudgy. This man of Hoshi descent has placid black eyes, and wears his straight black hair tied back in a short ponytail.

Racial Abilities
Nightvision: 600'
Must wear protective eye wear (sunglasses/tinted goggles) or: -4 to Initiative, -8 to strike/parry/dodge
Sensitive Hearing (20 decibels beyond normal human range)

Natural Abilities
Perception: 21% | +3% per level
Max. Carrying Weight: 130 lbs.
Max. Lifting Weight: 260 lbs.

Super Abilities (Mutated)
Dismantle Machines (PU3)
The character has a strange influence over machines of all types. While the super being cannot control, enhance or build a machine, the hero can cause one to fall to pieces with a touch or focused thought! This doesn't damage or destroy the machine, but takes it apart, reducing it to its component parts. Given enough time, someone with the know-how can reassemble/rebuild the machine to perfect working order. Depending on the machine, that could take a few minutes, a few hours, or days to rebuild.
This power is limited in scope and works best on small or simple machines and electronic devices such as a gun (any kind), hand grenade or any simple explosive device (rendering it harmless), cellular phone, MP3 player, radio, television, keyboard, laptop, computer, toaster, vacuum cleaner, and similar handheld or small devices. The super being can also use the power to undo straps, buckles, handcuffs, simple locks and locking mechanisms, and similar. Note: The character can NOT cause a large machine, device or vehicle such as a nuclear generator, missile, airplane, tank, or even motorcycle to fall into pieces, but he can affect items in the vehicle such as the radio, GPS, speedometer, seat belt, door locks, built-in gun, and so on. All of which can quickly cause trouble for the enemy. Treat each "distinct" component of a larger machine or vehicle as an individual small machine, so each piece must be less than 25 pounds in weight and counts as two melee attacks.
  • Range: Touch or up to 10' per level starting at level 2; line of sight and concentration required.
  • Weight Limit: 25 lbs.
  • Damage: None, but the dismantled machine is useless until someone puts it back together again.
  • Attacks per melee: If self-contained: 1 by touch, 2 by line of sight. If part of complex machine: 3 actions.
Note: Does not work on Artificial Intelligences (AI), androids, large robots or power armor, but can be used on their handheld weapons, loose gear, and obvious weapon or sensor systems.
Bonuses: The character has an innate aptitude for working on machines and gains a +10% bonus on all Mechanical and Electrical skills. However, the super being does NOT have to know anything about machines to have and use this power.
Mimic (HU2)
This formidable power enables the superbeing to imitate or "mimic" another person's physical and mental attributes, including psionic powers, super abilities and innate magic abilities derived from enchanted weapons, objects or bestowed. However, the Mimic cannot copy memories, skills, education, spell knowledge/spell casting or experience. Nor can the superbeing copy/absorb mechanical augmentation/implants such as those gained through Bionics or Robotics, nor the skills and training of Hardware or Special Training. Only the raw physical, psychic and/or extraordinary power can be imitated. Thus, while a mimic may copy a super ability, raw physical strength or psionic powers, he does not get that person's knowledge. Instead, he retains all of his own memories, goals, skill knowledge, and training.
Example: A second level mimic copies the power of a sixth level mutant with the ability of Energy Expulsion. This enables the mimic to fire energy bolts doing damage equal to his sixth level opponent because that is the level of raw power. He does not get any of the 6th level bonuses to strike, parry, or dodge which may have been developed through experience. Likewise, while the mimic has copied his opponent's entire physical structure, including P.S., P.P., P.E., P.B., Spd., S.D.C., Hit Points, and any other super abilities or psionics, the mimicking superbeing still thinks like himself, keeps his own I.Q., M.A., and M.E., and fights and performs skills with the experience and knowledge of a second level character.
The physical appearance and facial features of the mimic generally remain unaltered (he does not duplicate the other character's exact appearance), although unusual physical traits such as wings, odd skin color, horns, tail, natural body armor, altered physical structure, and similar physical traits will appear on the mimic. Furthermore, the mimicking superbeing will retain his own basic features, voice and skills. Of course he also retains his power to mimic others, however, any other super abilities he may possess are temporarily replaced by the one(s) he is duplicating. He can only use other natural powers when he is not mimicking others.
  • Range: Touch or anybody within 100'
  • Duration: Maintained as long as mimicked person is within 100'. Once outside range, 2D4 minutes before mimic fades.
  • Attacks per melee: Whatever is normal for the mimic superbeing before any powers are duplicated; i.e. a 2nd level mimic has four attacks per melee round even when using super abilities duplicated from a 6th level superbeing who has six attacks per round. Only the super ability and its level of power are duplicated, including any special bonuses, abilities, and extra attacks per melee round.
    The act of mimicking counts as one melee attack but can only be performed once per melee round. Other abilities or actions can be taken during that period. Each use of a superpower uses up its normal number of attacks per melee round; typically 1-2, but sometimes more.
    Switching to mimic a different character's super abilities and raw physical power can be done once every melee round. So the character can switch the powers he's copying when he desires, provided more than one superhuman is within his range of influence.
  • Power level: The duplicated super ability or psionic power is the same, in every way, as the character it is copied from. Thus, the power level - range, damage, duration, etc. - is equal to that of the character from which it was duplicated regardless of the mimic's own level of experience. Thus, a high level mimic who duplicates the abilities of a 1st level superbeing has first level powers (but high level personal skills, experience and bonuses), while a low level mimic who duplicates the powers of a high level superbeing will use the super abilities at that high level of power.
    The hand to hand combat, attacks per melee round, bonuses from experience, skill proficiencies, memories and expertise of the mimic are unchanged regardless of the level of "power" he duplicates.
  • Note: If the character whose powers he is duplicating has more than one super ability, the mimic will have them all, but he can only duplicate/mimic one individual at a time. He cannot take one power from one guy and another power from a second or third character.
  • Saving Throw: None. Those being mimicked are powerless to prevent it. Note that the powers and physical essence of true supernatural beings, including vampires, spirits, entities, demons, gods, and alien intelligences, cannot be mimicked. God-like superbeings and demigods are not (usually) true, supernatural gods.
Earth Empowerment (PU1)
This character draws his powers directly from the Earth itself like some Greek Titan. Consequently, the power can only be used when the character is in direct contact, touching the ground (i.e., standing on the ground or street) or touching a tree or plant rooted in the ground or boulder or object attached to the ground (like a building). Suspended in the air or being in a building more than four stories above the ground, riding in a vehicle (it's not rooted to the ground and the character isn't touching the earth) or standing on an energy field or on plastic breaks contact with the earth and the power is lost.
  • Cast Stone: The character can point and will a ball of stone to seemingly magically appear and fire at at a target. Actually, the character can fire rock, hardened earth, or mud.
    Range: 30 feet +10 feet per each additional level of experience.
    Damage: Rock/Stone: 2D6 damage +1 point per level of experience. Hardened Earth/Dirt: 1D4 damage and usually used as a warning shot or to get someone's attention or just goof around. Mud: 1 point of damage and usually used to make a sloppy mess or cover a window or windshield to obscure vision (each mud splat covers a two foot diameter).
  • Earth Platform: Outdoors the character can call up a tower or tongue of earth to carry him like an earthen bridge across a chasm, rooftop or over a fence, wall or up a story or two. Maximum length and height is 20 feet per level of experience. The bridge has an S.D.C. of 100 per 20 foot length and vanishes when destroyed or dispelled by its creator. Can only be used as a bridge or means of short transportation as depicted on the cover of this book; cannot erect walls or barriers, dig or create chasms.
  • Bonuses when in direct contact with the Earth: The hero actually draws physical strength from the Earth, when in direct contact with the ground (even through shoe covered feet), increase the P.S. 10 points, lifting and carrying capacity is equal to Supernatural P.S. (but not damage), +10% to Climb skill and has a Natural A.R. of 10.
Cellular Rot and Decay (PU3)
The super being is able to begin the process of cellular deterioration in any organic matter, both living and processed, including humans, animals, plants and wood, cotton and wool clothing, fur, leather, paper, bones, food, organic polymers, etc. The damage done is unique, because the cellular structure of the target is broken down (at least at the point of contact) and decay immediately sets in. The wounds inflicted on living creatures take twice as long to heal, and the damage done to non-living organic materials cannot be repaired (but the piece can be removed and replaced, or patched. Note: The power only works on organic matter, and "life forms" made of minerals or other inorganic substances are not affected, likewise metals, ceramics, machines and energy forms cannot be affected by this super ability.
  • Rotting Wood, Clothing, Leather, Paper, Bones & Other Processed and Unliving Materials: Organic matter that is already dead and processed such as a a wooden door, leather straps, etc, are easier to rot and weaken. In this case, deterioration/rotting begins immediately. An oak door or a three foot diameter of wood flooring is reduced to soft, crumbling wood, easily punched through (two S.D.C.) in less than three minutes.
    Range: Initiated by touch, but the deterioration continues only as long as the super being is within range; 10 feet per level of experience.
    Limitations: A three foot diameter, or 30 lbs per touch, whichever is greater. The super being can affect one entire object if light or small enough, or part of the item, like one leg of a table or chair, one particular board, etc. Touching a large area of wood, such as a fence, wall, or hull of a boat will affect one board/slat. Furthermore, the super being can limit the size from the maximum to the size of a peephole pushed through his finger. The super being may also touch a larger, heavier item, like a door or table, more than once in several different places to affect the entire object.
    Duration: The rotting/deterioration process takes place for two melee rounds per level of experience, per touch. So a first level super being touching an object once will reduce its S.D.C. by 20% in two melee rounds (10% per melee).
    Damage: Processed, nonliving material (wood, leather, rope, clothing, paper, bone, etc.) loses 10% of its original S.D.C. every melee round, so most materials are reduced to a fragile two S.D.C. in 10 melee rounds (two and a half minutes). This power will also affect rubber. Most oil products, rubber, organic polymers will be completely rotted away in one to four minutes.
    Attacks per melee: Each use of the rotting touch counts as one melee attack.
  • Wither Flesh: Affects all living, organic material, including people, animals, plants, trees, and other living organic matter, also by touch. The only difference is that living beings can heal back the damage inflicted by this attack.
    Range: Touch only.
    Duration: Instant. To cause further damage the character must touch his victim again.
    Damage: 2D6 +1 additional point per level of experience. Damage is first inflicted upon S.D.C., and then Hit Points when S.D.C. are depleted, but H.P. cannot be reduced to less than 6 points. Although this attack can be used to weaken and hurt people, it cannot kill them outright.
    Attacks per melee: Each use of this power counts as one hand to hand attack for that melee round.
    Bonuses: +1 to strike using this power in hand to hand combat. +2 save vs disease, including spoiled meat, food, and drink, and is impervious to Cellular Rot and Decay power.
Adhesion (HU2)
Characters with this power are able to attach themselves to any solid surface by their fingers and hands, toes and feet. This means that the person can walk on walls or ceilings, can climb any surface effortlessly, and is terrific at catching fly balls.
The only limits to this power are the character's own strength and speed. Attempting to carry a heavy load greater than his/her P.S. x10 in pounds, will cause the character to immediately fall off. Speed climbing and crawling along walls and ceilings is equal to half the running speed.
Restrictions: Loose rocks, crumbling plaster, ice, oil or other slippery substances will prevent the character from adhering to a surface (polished metal, chrome and glass are not considered slippery substances and can be held on to or climbed).
Other abilities and bonuses:
  • Automatic climbing skill equal to 90% proficiency (does not include rappelling) -15% when the character is wearing shoes and/or gloves.
  • Add 10% to prowl skill but only when climbing on the ceiling, wall or other high place.
  • +15% to palming, pick pockets, and concealment.
    +5% to acrobatics and/or gymnastics. +1 PP attribute.
Instant Wardrobe (PU1)
By generating a strange sort of inter-dimensional field just around the outside of his own body, the character is able to make his clothing and a small number of personal effects dimensional teleport from his body to a sort of dimensional limbo. The character can store one set of clothing and a modest number of carried effects in the limbo per level of experience, and exchange what he is wearing in and out of limbo as needed. Thus allowing the costumed hero (or villain) to instantly (in one melee action) change his clothing and equipment as needed. For example: The character Battleforce at level four can store four sets of gear and costumes and uses instant wardrobe as follows:
    1: This limbo stores his normal hero costume.
    2: In the next limbo he stores his underwater diving gear.
    3: The third limbo holds his heavy battle armor.
    4: The last limbo holds his tuxedo for nights on the town.
In each limbo he can exchange what he's wearing with what's in limbo and vice versa, as needed.
Note: When the character uses his Instant Wardrobe power, the clothing and any items the character is currently wearing switch with those in the limbo he activates.
  • Range: Self/clothes
  • Duration: Instant. Clothes/armor/items do not age
  • Limitations: 20 lbs +5 lbs. per level
Instant Weapon (PU1)
Similar to Instant Wardrobe, only the character can stash two small weapons (knives, short sword, mace, hand axe, pistols, and similar) or one large weapon (sword, pole arm, battle axe, rifle, bazooka, etc.) along with a few extra ammo clips, a box or two of extra rounds, holsters, or carrying case, and similar, directly related items. The character can store one set of weapons and accompanying gear in the limbo per every other level of experience, and call them forth, right into his hand, ready for action (if pre-loaded and primed for action when stowed).
Because weapons are heavier than clothing, fewer limbos can be made. One at levels 1, 3, 5, 7, 9, 11, 13, and 15.
Note: Tools and other types of gear may also be stored in weapon limbo.
  • Range: Self/weapons
  • Duration: Instant. Items do not age
  • Limitations: 50 lbs. +10 lbs. per level
EP Portal (AU)
The super being is able to create a small tear (or portal) in space-time and can slip through it at will. This provides for instantaneous teleportation over short distances. The Portal appears both in front of the super being as well as some distance away at the desired destination. This type of transportation is very useful, but has its limitations. The entrance and exit Portals both appear at the same time, one where the portal-maker is standing and one at the destination point. The second Portal, which is his destination, must be within line of sight, so not only can the character who made it see where the exit Portal is located, but so might an observant opponent. The entrance Portal always appears in front of the Portal-maker, and while it can be kept open to transport others from one location to another, it cannot be opened up under an opponent to cause him to appear elsewhere, nor can the Portal be used to transport someone into a solid object. Otherwise the Portal can be kept open as long as desired until the Portal-maker enters it. Thus, the Portal-maker must always be the last to go through the Portal. A split second after he steps through it, he appears outside the second Portal and the Portal closes at both ends. If the Portal-maker is rendered unconscious the Portal disappears instantly. As far as the end destination, if the Portal-maker can see it, he can create a Portal to it. It takes only one second to step through one Portal and exit from the other. The instant the Portal-maker steps through the Portal at the other end, the Portal closes behind him as if it were never there. The Portal can be made as large as 10 feet in diameter per level of experience.
As the super being gains more experience he can do more with the Portal. Starting at level three, the Portal can be used to go through walls. The Portal creates an opening on one side of a wall, with the exit portal directly on the other side of the wall. The Portal maker steps in one and exits on the opposite side of the wall. This can be a little dangerous as the character cannot see what's on the other side and could literally step into trouble.
At level six, the Portal-maker can create a Portal to his home or base of operation/lair even if he can't see it and it is hundreds of miles away; up to 100 miles per level of experience. This can be done twice per day at level 6, and increases to four times per day at level 10, and six times per day at level thirteen.
At level nine, the Portal-maker can create a Portal that is not a straight-line visible location. He can create a Portal from where he is to a location he sees on a camera, television, computer monitor, or even cell phone. It must be a live feed and an actual place, not a drawing or virtual world. The location can be up to 500 miles away per level of experience. This can be done three times per day at level nine, and increases to six times per day at level twelve.
    Range: Line of sight, except as noted. If the Portal-maker can see it from where he stands, eh can make a teleportation Portal to it. The size of the Portal can be manipulated as desired with a maximum of 10 foot diameter per level of experience.
    Duration: The Portal remains open until the Portal-maker goes through it, until he chooses to close it (after others have gone through without him) or until he is rendered unconscious or killed.
    Attacks per Melee: opening the dual Portal counts as one melee attack/action.
EP Magnetism (HU2:CB1)
The power to direct, control, and manipulate aspects of magnetic forces stays basically the same. Double all ranges and in addition to the abilities listed in HU2, there are some interesting applications in Rifts. The character can use his magnetic powers to completely jam/shut down rail guns within 4000 feet of him or cause the guns to point and fire in the direction he desires (a Superhuman P.S. of 30 or higher is needed to prevent the guns from pointing). The super being can also fire a rail gun without a person operating it (-2 to strike) and can add 1000 feet to the gun's range by pumping in more of his own magnetism. Can also stop or deflect (aiming at something else in a 90 degree arc) rail gun rounds!
    1. Attract Metal: The character can attract or pull to him up to 3000 lbs of iron or iron alloys. To magnetically affect the object, it must have at least 20% iron/steel composition. The strength of the pull is equal to an attribute of a Superhuman P.S. of 30. Furthermore, the character can also use his power of magnetism to lift and carry such weight with relative ease.
      Maximum Weight which can be attracted is 3000 lbs, plus 20 lbs per level of experience. The magnetic force can be focused on one specific target or a 320 foot area. In the latter case, he attracts everything that has metal. Thus, the character can pull a gun out of somebody's hand, pull somebody to him by the buckle on their belt, pull or tear a car door off its hinges, and so on.
      Range: 320 feet + 10 ft per experience level.
      Damage: None, unless the superbeing uses the power to pick up and then throw the object (cancelling the magnetic attraction and repelling it).
      Duration: Regulated by the character.
      Attacks per melee: Each use of the magnetic force counts as one melee attack/action. Using the power of magnetism to lift and throw a heavy metal object counts as two attacks.
    2. Hurl or Repel Metal Objects: In many ways, this ability is the reverse of the attract metal power. The character can repel objects which are at least 20% iron. This repelling action sends metal objects flying and can be focused against one specific item, several objects or any small metallic objects within a 40 foot radius around the character. To send one or more objects flying, the superbeing must either touch it/them or look at them and will it (must be within 20 feet of the metal objects). To repel all metal items around him uses up all melee attacks, and they fly off in an uncontrolled manner; no strike bonus - a scattershot type attack. Flying objects can make excellent weapons.
      Range: By touch or line of sight within 20 feet or 40 foot radius around the character. Maximum throwing distance is 400 feet + 20 ft per level of experience. (see damage entry)
      Duration: Regulated by the character.
      Attacks per melee: Equal to the character's total hand to hand melee attacks.
      Aimed Shot: +2 to strike with 1-4 items launched at the same target.
      Damage from magnetically thrown objects: Varies with the weight and size.
        Tiny Items such as paper clips, keys, pens, bottle caps, and similar items, sting when they hit, but do no damage (Range: Max)
        Small & Medium Items (up to 25 lbs) If a weapon, dagger, sword, spear, etc. It will inflict the damage normal for that weapon. Bullets magnetically launched, not fired from a gun, will do half their normal damage. (Otherwise, Damage: See Metal Fragments. Range: Max)
        Large & Heavy Items (up to 200 lbs) Damage: See Metal Fragments. Range: 1/2 Max.
        Metal Fragments 3D4 M.D. (Range: Max)
        1000 lbs of metal 5D6 M.D. (Range: 60 feet)
        2000 lbs of metal 1D6x10 M.D. (Range: 60 feet)
        3000 lbs of metal 2D6x10+10 M.D. (Range: 60 feet)
      Note: Repelling numerous metal objects is similar to firing a wild gun burst; only a handful of items will hit, but several targets are struck simultaneously
    3. Magnetic Field: By placing a magnetic field around himself the character can stop or deflect metal objects, including thrown items and even automobiles. Speeding automobiles, large missiles rockets and characters traveling at superspeed (and wearing metal) will see their speed reduced 50% the moment they enter the magnetic field, which gives the superbeing an opportunity to dodge with a bonus of +2.
    The magnetic field will also erase any magnetic tapes (computer and video tapes included), disrupt electrical frequencies, and reduce electrical attacks by half damage.
    The character can also use the field to propel himself toward (or away from) any iron object that is equal to or greater than his own body weight. Maximum speed of travel is about 20 mph, and has a very limited range of 400 feet plus 20 feet per level of experience. This same ability can enable the character to hover, levitate/rise straight up into the air, or appear to walk in mid-air.
      Range: Self (a tight field) or up to 60 foot radius with the character in the center.
    4. Magnetic Touch: The character can make a small magnetic field around his hands and/or feet enabling him to climb or cling to metal objects (vehicles, doors, gates, towers, construction beam/girders, etc.) that have at least 20% iron. This magnetic grip is equal to double his normal P.S. making it virtually impossible to pull him or it loose or to lose its grip. Thus he can scale the outside of buildings by using magnetism on the metal girders underneath the concrete or brick facade, cling or climb along the bottom of a helicopter, and so on.
    5. Magnetize Objects: The superbeing can make an iron object temporarily magnetic. Magnetized items are much like the kind of magnets available in the commercial market. They are most suitable for attaching to iron or steel objects. The time required to magnetize an object is five minutes per every one pound of weight.
      Range: Touch
      Duration: 2D4 days
    6. Other Abilities:
    • Accurately sense magnetic North
    • Accurately sense the presence and location of magnets or magnetism up to 2000 feet away.
    • Sense Iron: The magnetically empowered character can sense the presence (and vague location) or iron, steel and iron alloys within a 60 foot radius. The exact size of the item or items is impossible to discern. Impressions will be felt as to whether there is much, little, or none. Location will be sensed as nearby or at the edge of the range. This ability can be used to detect objects and ore beneath the ground up to 2 feet deep per level of experience.
    • Impervious to the effects of magnetism from other superbeings; each one's power cancels out the other's.
EP Warp Sound (PU1)
This is the ability to change and distort sound waves in the vicinity of the character to disguise one's voice (can sound completely different), and produce a variety of minor effects.
    Range: Self or sound waves within a range of 100 feet + 20 ft per level of experience, unless stated otherwise.
    Damage: None.
    Duration: Up to five minutes per level of experience. Triple when used on one's self.
Warp Sounding Abilities:
    1. Amplify Sound/Booming Voice: The character can increase the loudness of his own voice or a specific sound as if turning up the sound on a stereo or television. Increase up to 70 decibels and used like a police bullhorn. The effect can be performed on another person or any type of audio equipment provided the target is within range and line of sight. Making a car stereo suddenly boom (perhaps one after another) can be an effective distraction, with everyone looking in that direction for at least the first 1D4+1 times it happens. It can also be used to drown out conversations and cause trouble.
    2. Muffle Sound: Reduce the volume to as low as a soft whisper (10 decibels). The Sound Warping character can also bend sound around him to muffle his own movement to move almost completely silently. Only characters with heightened hearing might hear the character. No sound of footsteps, no rustle of clothing, breathing, etc. everything is like a soft whisper. +20% to Prowl skill.
    3. Silence Sounds: The character can manipulate sound to completely mute it. This can be done on a living being (human or animal) or audio device and machine to silence them. This can, in effect, temporarily negate the power of spell casters (no sound no spell) and silence stool pigeons.
    4. Disguise/Change Voice: This can be done to oneself for obvious reasons, or one specific person, for fun or confusion, provided that individual is within 100 feet and in line of sight. The voice may sound high or low, male or female, mechanical, gutteral, or lyrical.
    5. Change Sound: In this case the sound is made to be completely different than its true nature. Thus the roar of a revving motorcycle engine can be made to sound like a police siren, or the tinkling of bells, or the rush of wind, or laughter, etc.
    6. Parry Sonic & Sound-based attacks: The superbeing can parry and deflect sonic blasts and sound-based attacks, bending the sound waves around him. Roll just like a normal parry with -2 penalty.
    In the alternative, the character can create a sort of bubble that covers a 10 foot diameter that will warp sound around it, thus protecting those inside the bubble from sound and sonic attacks.
    7. Bend and redirect Sound Waves: The character can warp sound waves to send signals in different directions or back where they came from. For example, an individual is standing in front of the radio can't hear it because the superbeing has redirected the sound waves to go right or left and even around corners. Great for eavesdropping on conversations, concealing conversations and mischief.
    Bonuses: The character's sense of hearing is about twice as good as a normal human's; +1 initiative.
EP Extraordinary ME (HU2:CB1)
A very mentally stable and strong personality that is difficult to suppress or break. This guy has a will of iron.
Bonuses:
  • Increase M.E. to 21 +2d4 (27)
  • +1 to save vs illusions
  • +6 to save vs Horror Factor, possession, all mind altering magic and drugs. Needs a 12 or higher to save vs psionic attack.


M.O.S. Skills
Prowl -- 55% (+5%) (+10% when climbing. Adhesion)
Detect Ambush -- 50% (+5%)
Climbing -- 65% (+5%) [90% with adhesion. 75% while wearing gloves/boots]
Depressurization Training
Pilot: Small Military Spacecraft -- 84% (+4%)
Zero Gravity Combat: Elite
W.P. Rifle
W.P. Handgun
W.P. Blunt
Hand to Hand: Commando

Other Skills
Field Armorer -- 65% (+5%)
-- Basic Mechanics 65% (+5%)
Demolitions -- 81% (+3%)
Demolitions Disposal -- 81% (+3%)
Military Parachuting -- 65% (+5%)
Intelligence -- 50% (+4%)
Detect Concealment -- 45% (+5%)
Tracking -- 45% (+5%)
Wilderness Survival -- 55% (+5%)
Pilot: Personal Anti-Gravity Transportation -- 60% (+5%)
Pilot: Horsemanship -- 68% (+4%)
Forced March
Gymnastics
-- Sense of Balance -- 71% (+3)
-- Work Parallel Bars & Rings -- 81% (+3)
-- Back Flip -- 89% (+2)
-- Climb Rope/Rappel -- 79% (+2)

Boxing
W.P. Energy Rifle
W.P. Heavy
W.P. Heavy Energy Weapons & Rail Guns

Secondary Skills
Pilot: Robot -- 40% (+5%)
Business & Finance -- 45% (+5%)
Swimming -- 60% (+5%)
Basic Electronics -- 50% (+5%)
(EP) Robot Combat: Type III Exoskeletons
This skill provides the character with training using a specific class of robot: Type III Exoskeletons.
Type III Exoskeletons
    +2 additional attacks per melee round
    +2 to initiative
    +2 to strike
    +2 to dodge


Basic Skills
Language: Arismal -- 85% (+5%)
Language: Imperial Trade Tongue (Les Iban) -- 65% (+5%)
Literacy: Arismal -- 60% (+5%)
Mathematics: Basic -- 65% (+5%)
Military Etiquette -- 65% (+5%)
Radio: Basic -- 75% (+5%)

Combat Data
HTH Type: Commando
Number of Attacks: 5
Initiative Bonus: +3
Strike Bonus: +1
Parry Bonus: +4
Dodge Bonus: +4
Disarm Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +5
Other:
Basic Moves & Special Techniques:
Body Block/Tackle, Body Flip/Throw, Disarm, Roll w/Punch, Pull Punch, W.P. Paired Weapons, Backward Sweep Kick

Zero-G Combat Data
Type: Elite
Number of Attacks: 6
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +6
Dodge Bonus: +6
Disarm Bonus: +2
HTH Damage Bonus:
Bonus to Roll w/Punch: +6
Bonus to Pull a Punch: +7
Other: +10 Spd.

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Blunt -- +1 to Strike, +1 to Parry
W.P. Targeting -- +1 to Strike
W.P. Handgun -- +1 to Strike
W.P. Rifle -- +1 to Strike
W.P. Energy Rifle -- +1 to Strike
W.P. Heavy -- +1 to Strike
W.P. Heavy Energy Weapons & Rail Guns -- +1 to Strike

Saving Throw Bonuses
Eye of Odin grants +1 save vs all (not included below)
Coma/Death: +4%
Toxins (15+): +1
Magic (varies): +1
Magic (Illusions): +2
Magic (mind-altering): +7
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +10
Psionics (12+): +6
Horror Factor: +9
Disease: +2
Drugs (mind-altering): +6
Possession: +6

Post Templates
Code: Select all
-----------------------------------
Perception: [dice]1d100[/dice] | 21%
JIC: [dice]1d20[/dice] | [dice]1d100[/dice]%
-----------------------------------
[ooc=Constant Abilities][url=http://www.explorersunlimited.com/eu/viewtopic.php?p=302400#p302400]Character Sheet[/url]
[list][*]Earth Empowerment
[*]Adhesion
[*]Instant Wardrobe [30lbs] (0/2)
[list][*][url=http://www.explorersunlimited.com/eu/viewtopic.php?p=1352508#p1352508]NG Bush Pilot Armored Jumpsuit[/url]
[*]<empty>[/list]
[*]Instead Weapon [70lbs] (0/1)
[list][*]<empty>[/list][/list][/ooc][ooc=Stats][size=85][list]HP: [color=green]21[/color]/21
SDC: [color=green]81[/color]/81
PPE: [color=green]13[/color]/13
[/list][b]T-43 Explorer[/b]
[img]http://explorersunlimited.com/images/upload/2017/07/01/20170701185915-bdd8163f.png[/img]
[u]M.D.C. by Location:[/u]
[list][*]Helmet: 50
[*]Arms: 20 each
[*]Legs: 25 each
[*]Main Body: 70[/list]
Weight: 20 lbs
Modifiers: Good to fair mobility, -5% to Climb and Swimming, -12% to other physical skills.
[u]Features:[/u]
[list][*]All features standard to Triax environmental armor (p.34, WB5)[/list]
Book Reference: p.56, WB 34
[b][u]Saving Throw Bonuses[/u][/b]
[url=http://www.explorersunlimited.com/eu/viewtopic.php?p=1364772#p1364772]Eye of Odin[/url] grants +1 save vs all (not included below)
Coma/Death: +4%
Toxins (15+): +1
Magic (varies): +1
Magic (Illusions): +2
Magic (mind-altering): +7
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+): +10
Psionics (12+): +6
Horror Factor: +9
Disease: +2
Drugs (mind-altering): +6
Possession: +6[/size][/ooc][ooc=Active Magic and Psionics][list][/list][/ooc]


HU2 Alien XP Table
1 0,000 - 2,100
2 2,101 - 4,200
3 4,201 - 8,400
4 8,401 - 17,200
5 17,201 - 25,400
6 25,401 - 35,800
7 35,801 - 51,000
8 51,001 - 71,200
9 71,201 - 96,400
10 96,401 - 131,600
11 131,601 -181,800
12 181,801 - 232,000
13 232,001 - 282,200
14 282,201 - 342,400
15 342,401 - 402,600
Last edited by Daisuke on Thu May 28, 2015 4:49 am, edited 7 times in total.
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Daisuke Hamamatsu: Background

Postby Daisuke » Mon May 25, 2015 3:07 am

Background Story

Hamamatsu Photonics wrote:Made famous for producing the combat goggles that Arismal must wear when encountering light brighter than what is native on their homeworld, Hamamatsu Photonics (HP) has expanded into creating the A.D.F.'s various heads-up-displays and cameras for surveillance. This mid-sized company with large-scale military contracts was essentially destroyed with the destruction of Arismal.

The third son of Mitsui Hamamatsu, patriarch of Hamamatsu Photonics, Daisuke was bound for the military. His older brothers had already taken executive positions within the company and were slated to be its leadership in the next generation. For a third-born, his only means to distinguish himself was to serve the military. Daisuke knew his duty and despite the lack of natural physical or mental acuity, his determination and work ethic saw him perform well through training. From a young age, he studied various martial arts and learned to combine them into an effective combat style appropriate for his lack of physical talent. Like a Hoshi philosopher once said, "It is the submerged rock that is unaffected by the crashing wave, not the one that stands tall." Daisuke tries to implement the tenants of patience and self-discipline learned in martial arts to other aspects of his life. He understands that there will always be those bigger, stronger, faster, more cunning than he. But his determination and focus helps him turn the enemies' strengths against them.

Flashback: 14 year old Daisuke wrote:Michio wasn't a bully in the traditional sense of the word. He didn't stuff you in your locker or beat you up on the playground after school. Instead, this cunning child waged a bit of a psychological warfare on you. Words were his weapons, emotions the means by which he made you do what he wanted. Michio always got his way.

One day, Daisuke came by Michio who had fallen through some thin ice and was struggling to keep his head above the freezing water. Michio's 'friends' were wringing their hands helplessly in the periphery, impotent to help. Filled with the valorous teachings from his father, Daisuke courageously risked his own life and rescued Michio from certain death. Though he did not know it that day, it became an act that he would soon learn to regret and threatens to unravel his moral compass.

At 14 years old, Daisuke was average in just about every way. He was an honest kid just trying to fit in with everyone else. For the most part, he was quite successful in this. He had a best friend named Yumiko whom he passed his free time with at school. Daisuke had known Yumiko since grade school. She and he worked on assignments together, played on the playground together and ate meals together. The past six months had been a bit strange however as Yumiko had begun to blossom from a girl into a woman. Her physical changes drew attention from classmates that previously did not know she existed. One of whom was Michio.

Not quite knowing what was going on, Daisuke naively watched as Michio manipulated Yumiko, driving a wedge between the two of them. For the first time, Daisuke found himself confused and angry. Michio was filling Yumiko's mind with lies that poisoned their relationship. When Daisuke asked his father what he should do, he preached more fortitude, discipline and honesty. Since his respect for his father ran deep, Daisuke followed his advice even though his heart screamed for him to fight. Daisuke continued to beseech Yumiko to stop listening to Michio, but that only further drove them apart. In a vocal confrontation between the three of them, Daisuke nearly came to blows with Michio whom Yumiko now fervently defended. Daisuke conceded the confrontation and was banished by Yumiko, asking that he never speak to her again. The look of Michio's smirk that day is etched into Daisuke's mind. Two weeks later, Michio and Yumiko stole a hovercycle and were involved in a terrible crash. Only Michio survived.

Deep inside his psyche, this loss chipped a crack into Daisuke's belief system. A tiny part of him believes that his nobility that day when he saved Michio's life instead brought more evil into the world. If Michio's life had not been spared, Yumiko would still be alive. Evil won because Good was too nice.


Day 00. Low-gravity Field Training Exercise (FTX) final exam: Atop spinning asteroid Messina
Daisuke carefully peaks over the ridge, exposing his head for no more than a couple seconds. Ducking back beneath cover, he conveys to the squad what he sees. "Fortified bunker with three hardpoint defenses. Charlie is exposed on their approach. Set up the mortar, target the bunker." Daisuke gestures the mortar setup location to the three man team. "Ramirez to the left. Suppressing fire. Morgan to the right, eyes on the approach, signal when Charlie makes their move. We are to be the distraction while Charlie takes the bunker." His squad-mates nod in quick affirmation, splitting the remainder of the squad up to complete their assigned tasks.

"Contact!" their radio belches a moment later. It is Charlie squad. Daisuke scrambles to crest the ridge again to get another look. He immediately sees that their companion squad decided to move early and are now enduring withering fire. "Change of plans. Tyson, Bocci, on me. We make the assault. Once we enter the bunker, move in to reinforce us." Daisuke and his two fast-mover melee specialists quickly make a bee-line for the bunker. The fast-acting gamble pays off as the three wreak havoc in the enemy lines, forcing their attention away from the remainder of the two squads. As the defensive fire slows, the others are able to make a hasty approach and the exercise soon becomes a route.

Afterward, the trainees are gathering their equipment from the field when everything is suddenly bathed in bright white light and their comms go down. Bewildered, instructors and trainees alike gather together before Ramirez is the first to notice. "The frak..." he utters as he points skyward to where Arismal used to be.

Day 03. Aboard the Arbalest:
Daisuke stares hard at the "HP" logo imprinted on the inside of his combat goggles. The mood aboard the destroyer had been a mixture of solemnity and rage as the destroyer moved to reunite with the rest of the fleet. Leaning more toward the former than the latter, the young Arismal confines himself to his bunk, struggling like so many others with the loss of their home.

Cloaked in solitude, he takes the first step to inner serenity. He presses two fingers against his sternum, finding his center-point. With intense focus, he wills away the poisonous despair that threatens to overwhelm him. After a few minutes, Daisuke's mind is clear. A clean, blank slate. And he breathes in slow, letting the recycled air fill his lungs. I am the submerged rock. He thinks while exhaling, letting his worries flow out of him. Daisuke is largely successful in his self-purge, but not completely. Hidden from his consciousness, there remains a tiny twinge of anger stuck in the back of his mind like a nagging barb. Moments later, he is up and off to report for duty.

Day 184. Diplomatic Deployment Delta-Five-Seven
"Comin' up on the drop! I expect you boys to take care of business and to be home by dinner!" the Staff Sergeant belts above the roar of burning atmosphere outside, tapping his helmet then vest to indicate for all the troopers to check their gear.

Daisuke stands, checks the chute of the man in front of him, taps their helmet, then checks the front of his gear before he feels a tap on his own helmet. Something about the specifics of this mission felt wrong to his burgeoning military instincts.

Ever since his brief brush on Day 41 helping suppress an attempted coup with the living legends, the 1st S.O.G., he had been a man without a home. Of course all Arismal shared the same woeful fate. But he was one of a select few that didn't seem to settle into a particular squad once the dust cleared. Likely top brass was still in-fighting to some degree and he just got unlucky. Or perhaps there was someone near the top who remembered his small role in helping the 1st S.O.G. secure the admiralty and was working to undermine his career. Regardless the reason, he seemed to be in a continual loop of deployments that involved a lot of walking around and even more waiting. Whenever action was on the horizon, he would be re-assigned. It was as if purpose and glory would forever be an aspiration just beyond his reach.

Green light.

Feeling a bit like walking through a dream where he relives the same day over and over again, Daisuke jumps with his squad. They land on-target and gather beneath a small copse of trees.

"Good jump fellas. Well done. Cave entrance is 1500 meters North by Northwest." Daisuke remarks, lifting his face-plate before addressing his troopers, "Remember, this is a rescue mission. The local chieftain's daughter has been kidnapped by some mountain hermit in that cave. And we are here to provide a show of force, convince the hermit to relinquish her into our custody. In return, ADF gets a cut of their harvest for the next five years. Let's do this by the numbers. I don't know about you, but I'm sick and tired of protein paste and am looking forward to some fresh fruits and veg." With a flick of his wrist, Daisuke deploys his two scouts, "Harris, Thielen, get eyes on the cave and find a vantage with cover. You're overwatch. Everyone else, on me."

Nature and life abound on the planet. Though he does not say it aloud, it feels good to tread through the low grass and Daisuke re-lives the stolen few breaths of fresh air in his mind as they march toward the mouth of the cave. "Two bipedal thermals. Think one is the hermit, the other the daughter. Cave is large, 50 meters in diameter, but no tunnels." Thielen reports over the comms in a timely fashion. "Roger that. Time to meet the neighbor." Daisuke keys back.

Stepping into the mouth of the cave, Daisuke's HUD polarization lightens as he makes his introduction, "Good morning. My name is Lieutenant Daisuke Hamamatsu of the Arismal Defense Fleet. We are here at the request of that young lady's father." He gestures at the thermal signature on the right before his normal vision acclimates and he sees her chained to the wall with a neck manacle. Biting back the angry words bubbling in his chest, he continues at diplomacy, "As you can see, we have the cave surrounded. For all parties involved, I recommend you remove her bindings and turn her over to us."

As Daisuke speaks, the ragged hermit slowly advances on the Hoshi man. The low growl rumbling from his throat suggesting either that he did not understand or perhaps care about the olive branch being offered. Now standing fully before Daisuke, angry breaths against his faceplate temporarily fog his view. "No." is all the hermit says before backhanding the Lieutenant square in the chest, sending him flying with the force of a cargo truck. Immediately, Daisuke's squad opens fire.

"Check your aim!" Daisuke reminds his squad through short gasping breaths. He finds his feet and is greeted with the sight of the hermit reverting back to its natural form. That of a 30 foot-long horned lizard with wings. The Hoshi man's eyes go wide at the unexpected development. And he immediately sees the need to re-engage as the beast seems to shrug off the weapons-fire, closing on his teammates and knocking them around. Realizing the need to even the odds, Daisuke focuses his energies and tries to mimic the beast, a surge of raw power and innate abilities flood his body. Using some manner of magical flight that must be innate to the beast, Daisuke bodily collides with the beast and grapples it with equal strength, fighting for supremacy. "Rescue her! I'll harry this beast!" Daisuke roar-commands to his squad as he hip-tosses the beast with an earth-shaking tremble that defies the laws of physics. The beast lashes out in return, vice-like jaws quickly rendering his armor a tattered and useless mess. But when teeth meet Daisuke's flesh, they find no purchase. He appears as hardened as his foe and just like the beast, wounds seem to mend before one's eyes.

Daisuke's squad are professional and efficient in following their CO's orders. Fast movers break off the attack and make for the chained woman with their slower companions pulling up the rear with fire support. While Daisuke delays the beast's return to its domicile, his team detonate shaped charges that make short work of the chain holding her in place. Almost clear of the mouth of the cave, Daisuke notices a searing heat growing in the beast's throat as he grapples with it. He manages to redirect a gout of super-heated fire before his focused effort is rewarded with a tail strike to his temple that allows the beast to take flight unimpeded.

It inhales deeply and belches out another gout. Not having enough time to reach the beast's head, Daisuke instead throws himself bodily in the path of the raging inferno to give his compatriots a chance to escape. Now completely naked and devoid of any of his gear, Daisuke is still nonetheless relatively unscathed. He launches himself anew at the beast who roars in frustration. A split second before the Hoshi man makes contact, the beast vanishes, seemingly willing itself beyond space and time to a different place. "Ho ho ho, can't get away from Kondo that easily." Daisuke exclaims before tapping the beast's same ability, but to much different effect. His teammates witness the disappearance of their CO and are left amidst smoldering silence, to complete the mission without him.

======================

[9 months later] Croftonland -- Last Remnant of Red Eclipse
Daisuke checks his gear again, while sighing to himself. He had learned a lot since that fateful day he appeared ash-covered, but otherwise naked in a meadow. He had learned the powers he borrowed was from a mythical beast that existed (usually in the shadows) in reality, an adult dragon. And that the world he accidentally dimensionally teleported to was some sort of nexus for conflict, especially among the powerful. Moving forward, he would need to be prepared to be perpetually surprised. The unexpected is to become mundane.

Red Eclipse, the squad that recognized his talent when few others could, was designed to be an advanced scouting party. But by Daisuke's measure, that simply meant that they relied primarily on stealth and speed for their survival. Unlike his Arismal teammates, they brought unique skills to the situation but no unique powers. When stealth and speed was not enough, there was little they could do in the face of doom. At least they left a parting gift, called in an airstrike that slowed the Deevils' progress down. But personally, Daisuke could feel his inner demon (Kondo) growing in strength. Pain, anguish and sadness was its fuel and the past couple years were abundantly fruitful in such currency.

They (Red Eclipse) were a fun-loving bunch though. Took him in and taught him about this crazy new planet he was marooned on. And he found New Paducah to be a fascinating place until their deployment to Croftonland in the Lakes region refocused his attention on conflict and combat.

For the last few months, Croftonland had been a bloodbath. By last count, over two hundred other mercenaries, nearly a thousand civilians had paid the ultimate price in this extended and unconventional conflict. Still, after the gruesome encounter that claimed the lives of his compatriots, Daisuke finds himself back in a familiar place... waiting to be assigned.

"You think it's true?" Daisuke asks Braylon, a young tech working on weapon systems alignment. "Five-O says so. Says they're bringing in some heavy hitters from MercTown too. Maybe they're talents'll help with some sorta breakthrough." Braylon responds before jiggling a wire free of its attachment, "Damn solder won't make a good connection!"

Nodding noncommittally, Daisuke commiserates with a far-off look, "Yea, that's a tough one. Don't forget to take a break every once in a while, get some air, clear your head... Take care buddy." The Hoshi man claps Braylon on the back warmly before stepping back out into the camp and looking toward the horizon.

Heavy hitters from MercTown, huh. I wonder who the reinforcements are?
Last edited by Daisuke on Sun May 31, 2015 4:58 am, edited 2 times in total.
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Daisuke Hamamatsu: Gear

Postby Daisuke » Mon May 25, 2015 3:10 am

Equipment

Carried/In Hand

Worn on Person
  • T-43 Explorer
  • Eye of Odin (left eye replaced w/ Eye of Odin)
  • Heirloom: Small Bamboo Whistle Necklace on a leather strap (worn around neck)

Instant Wardrobe [30 lbs] (1/2)

Instant Weapon [70 lbs] (0/1)
  • <empty>

Utility Belt
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment:
• Attachment:
• Attachment: NG-T6 Taser Neural Disruptor
• Attachment:

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Stored in Vehicle

Credits: unsecured card with 2000 credits



Gear Stats

Code:
NG Bush Pilot Armored Jumpsuit
Image
M.D.C. by Location:
  • Flight Helmet: 35
  • Arms: 9 each
  • Legs: 20 each
  • Main Body: 25
Weight: 6 lbs.
Modifiers: None
Features:
  • Flight Helmet includes built-in radio and Nightvision goggles
Book Reference: p.77-78, WB 33


T-43 Explorer
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 20 each
  • Legs: 25 each
  • Main Body: 70
Weight: 20 lbs
Modifiers: Good to fair mobility, -5% to Climb and Swimming, -12% to other physical skills.
Features:
  • All features standard to Triax environmental armor (p.34, WB5)
Book Reference: p.56, WB 34


A.D.F. Combat Goggles
Image
M.D.C.: 1
Features: automatically filters any harmful bursts of light across the spectrum. A nanite-based internal lens layer automatically polarizes and darkens the lenses whenever exposed to light in excess of 35 watts. Can receive and display visual data on the inside of the light emitting polymer lenses.


NG-T6 Taser Neural Disruptor
Image
  • Range: 100'
  • Damage: 1D4+special (see features)
  • Rate of Fire: Single shots only
  • Payload: 8 darts
  • Weight: 4 lbs.
  • Features: save vs neural stun (16+) or be knocked-out; successful save: -4 to strike, parry and dodge for 1D8 melees
  • Modifiers: Ineffective against M.D. beings or EBA of 40+ M.D.C.
  • Book Reference: p.91-92, MercOps


Eye of Odin (Patron Item) (left eye replaced w/ Eye of Odin)
Image
Greater Rune Item
Lesser Rune Item Abilities
2. Communicates through limited empathic transmission.
3. Totally indestructible.
4. Made of black metal and encircled with minute runes.
6. Links to its wielder/owner within six months of constant contact. Man & eye can sense each other's presence within a four mile radius.
7. Adds +1 to all saving throws.
Greater & Special Abilities
  • Cast incantations:
    • See Aura (6), See the Invisible (4), Aura of Power (4), Detect Concealment (6), Fear (5), Energy Bolt (5)
    • The Eye knows only the six spells but can cast them in any combination.
    • The number of spells it can cast per 24 hours is limited by its P.P.E. (60)
    • P.P.E. recovers at a rate of 10 every three hours.
    • Spells are equal in power to a sixth level wizard.
    • The P.P.E. of the Eye cannot be drawn upon by the user or practitioners of magic.
  • If the bearer replaces one of his eyes with the Eye of Odin, he permanently loses 2 P.B. but gains:
    • 20/20 vision, Nightvision (600', constant, no cost)), See Aura (constant, no cost), See the Invisible (constant, no cost)
Curse: The eye constantly urges its bearer to replace his own eye with the Eye of Odin. This becomes harder to refuse over time. He will have vivid nightmares about cutting his own eye out every time he sleeps until he has done so. The bearer is -10% to all skills & -1 to all combat actions for the first six hours following sleep due to the effects of the nightmare.
Personality: The Eye of Odin does not communicate or have an independent personality of its own
History: The origin of the Eyes of Odin are lost to the annals of time. Legend has it that they were coveted artifacts during the great Elf-Dwarf war, but after the war and the consequent purge of rune items, most are believed to have been lost. The nightmares that come with the Eye gives some credence that they are somehow psychically linked to Odin.


Heirloom: Small Bamboo Whistle Necklace on a leather strap
This necklace was given to him by his father. Its lineage can be traced back to the Hoshi warriors of old. It is a symbol of recall. Worn by warriors who go out to fight and returned to the clan when their service is done. Either through retirement of their martial duties, or death.
Last edited by Daisuke on Sun May 31, 2015 5:07 am, edited 2 times in total.
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Re: Daisuke Hamamatsu (HOO-RAH!) LEVEL UP!

Postby Daisuke » Sat Mar 07, 2020 5:17 am

Dice Rolls

Toy Control (Not Allowed) Re-roll: 1d100 = 43 <== Becomes Earth Empowerment

EP Expenditure 3/7/2020 Superpower Rolls
(Major: "Greater choice of individual powers") <== Magnetism
4d100:
94, 38, 64, 72


(Minor: "Greater categorical choice") <== Warp Sound
4d100:
46, 32, 83, 94


(Minor: "Greater choice of individual powers") <== Extraordinary ME
4d100:
33, 88, 32, 80

ME Bonus: 21+ 2d4 = 6


Dimensional Origin additional save vs insanity: 1d20+10 = 27
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